ECM2
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126
Assets/VolumetricLightBeam/Scripts/EffectAbstractBase.cs
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126
Assets/VolumetricLightBeam/Scripts/EffectAbstractBase.cs
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.Serialization;
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namespace VLB
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{
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[AddComponentMenu("")] // hide it from Component search
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public class EffectAbstractBase : MonoBehaviour
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{
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public const string ClassName = "EffectAbstractBase";
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[System.Flags]
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public enum ComponentsToChange
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{
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UnityLight = 1 << 0,
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VolumetricLightBeam = 1 << 1,
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VolumetricDustParticles = 1 << 2,
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}
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/// <summary>
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/// Decide which component to change among:
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/// - Unity's Light
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/// - Volumetric Light Beam
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/// - Volumetric Dust Particles
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/// </summary>
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public ComponentsToChange componentsToChange = Consts.Effects.ComponentsToChangeDefault;
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/// <summary>
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/// Restore the default intensity when this component is disabled.
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/// </summary>
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[FormerlySerializedAs("restoreBaseIntensity")]
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public bool restoreIntensityOnDisable = Consts.Effects.RestoreIntensityOnDisableDefault;
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[System.Obsolete("Use 'restoreIntensityOnDisable' instead")]
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public bool restoreBaseIntensity { get { return restoreIntensityOnDisable; } set { restoreIntensityOnDisable = value; } }
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protected VolumetricLightBeamAbstractBase m_Beam = null;
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protected Light m_Light = null;
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protected VolumetricDustParticles m_Particles = null;
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protected float m_BaseIntensityBeamInside = 0.0f;
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protected float m_BaseIntensityBeamOutside = 0.0f;
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protected float m_BaseIntensityLight = 0.0f;
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public virtual void InitFrom(EffectAbstractBase Source)
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{
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if(Source)
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{
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componentsToChange = Source.componentsToChange;
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restoreIntensityOnDisable = Source.restoreIntensityOnDisable;
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}
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}
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void GetIntensity(VolumetricLightBeamSD beam)
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{
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if (beam)
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{
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m_BaseIntensityBeamInside = beam.intensityInside;
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m_BaseIntensityBeamOutside = beam.intensityOutside;
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}
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}
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void GetIntensity(VolumetricLightBeamHD beam)
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{
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if (beam)
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{
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m_BaseIntensityBeamOutside = beam.intensity;
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}
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}
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void SetIntensity(VolumetricLightBeamSD beam, float additive)
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{
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if (beam)
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{
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beam.intensityInside = Mathf.Max(0.0f, m_BaseIntensityBeamInside + additive);
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beam.intensityOutside = Mathf.Max(0.0f, m_BaseIntensityBeamOutside + additive);
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}
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}
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void SetIntensity(VolumetricLightBeamHD beam, float additive)
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{
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if (beam)
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{
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beam.intensity = Mathf.Max(0.0f, m_BaseIntensityBeamOutside + additive);
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}
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}
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protected void SetAdditiveIntensity(float additive)
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{
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if (componentsToChange.HasFlag(ComponentsToChange.VolumetricLightBeam) && m_Beam)
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{
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SetIntensity(m_Beam as VolumetricLightBeamSD, additive);
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SetIntensity(m_Beam as VolumetricLightBeamHD, additive);
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}
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if (componentsToChange.HasFlag(ComponentsToChange.UnityLight) && m_Light)
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m_Light.intensity = Mathf.Max(0.0f, m_BaseIntensityLight + additive);
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if (componentsToChange.HasFlag(ComponentsToChange.VolumetricDustParticles) && m_Particles)
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m_Particles.alphaAdditionalRuntime = 1.0f + additive;
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}
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void Awake()
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{
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m_Beam = GetComponent<VolumetricLightBeamAbstractBase>();
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m_Light = GetComponent<Light>();
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m_Particles = GetComponent<VolumetricDustParticles>();
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GetIntensity(m_Beam as VolumetricLightBeamSD);
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GetIntensity(m_Beam as VolumetricLightBeamHD);
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m_BaseIntensityLight = m_Light ? m_Light.intensity : 0.0f;
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}
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protected virtual void OnEnable()
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{
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StopAllCoroutines();
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}
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void OnDisable()
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{
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StopAllCoroutines();
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if (restoreIntensityOnDisable)
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SetAdditiveIntensity(0.0f);
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}
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}
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}
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